What Am I Reading: Dungeon & Dragons Player’s
Handbook, 5th edition
Part Five: Now, where were we?
I
started to write a simple review of Dungeon & Dragons Player’s Handbook,
5th edition, but it grew into a series of blogs about the history of the
game itself! Refer to my previous blogs for some of the terms if you are
confused.
We’re
sorry, really really sorry. We won’t do it again. Can we go back to being
friends?
This is
what WotC seems to be saying with its 5th edition. The Player’s Handbook
is out now and the Dungeon Master’s Guide and Monster Manual are
coming in the next few months.
When
they realized that, good or bad system notwithstanding, their 4th edition was
failing, they had to decide what to do. Should they scrap everything they have
done? Yes. Should they just go back to 3.5? That wouldn’t be a bad idea, but
Pathfinder has filled that niche now. Not only as a game, but their Pathfinder
Societies has created gaming communities. Not only is Pathfinder a game, but it
is something like a club - GMs and players can accumulate points as they play.
They can get free stuff. It’s like the Boy Scouts or the Illuminati.
Let’s
go way back, they may have said, go back to first edition - really make it
rules light. No, there are plenty of companies that do that already. Pits and
Perils (http://www.oldehouserules.com/), Labyrinth Lord (http://www.goblinoidgames.com/labyrinthlord.html), and (my
favorite) Basic Fantasy Roleplaying (http://www.basicfantasy.org/).
Let’s
keep the d20 system, WotC said, but make it lighter than Pathfinder. We’ll find
our niche there. Something for the non-number crunchers. We’ll streamline 3.5
and they’ll forget all about 4th edition.
They’re
off to a good start.
Now I
can finally begin my review of Dungeon & Dragon Player’s Handbook
for 5th Edition. It’s a beautiful book solidly bound – beautiful art, excellent
layout and easy to navigate. I would expect nothing less from D&D - the bar
is raised higher for them than, say, an upstart retro-clone. There I expect
cheap … and am usually not disappointed.
The
book starts with a lovely explanation of role playing - what it is and how it
works. I usually skip over this part - the necessary intro to any RPG. It’s
boring and repetitive to me (“...this is a movie in your mind ... you help
write the script...”), but if this is your first foray into tabletop
role-playing, this has a solid intro.
The
races are more or less back to the basics – Dwarf, Elf, Halfling, Human, Gnome,
Half-Elf, Half-Orc. From 4th edition they kept the Dragonborn (the
whiners who demand to be able to play a dragon as a player-character is too
large a lobby group to ignore) and the Tiefling.
The
classes are back to those listed in 1st edition AD&D with some Unearthed
Arcana thrown in (although the revised names are used): barbarian, bard,
cleric, druid, fighter, monk, paladin, ranger, rogue and wizard. They also
added sorcerer and warlock.
Backgrounds
are added – you could call these character kits harkening back to the class
kits of 2nd edition. Did your character start his adulthood as a
soldier, an urchin, a sage, an artisan? If you do, you have some ready-made
skills, tools, and traits and flaws. I like the traits and flaws – it helps
with role play, not roll play. It’s there for flare.
The
usual equipment lists are canny and necessary for any game. I skimmed through
that part.
The
combat hearkens back to oulden times. Nothing new here – I mean that in a
pleasant way.
Skills
are down to 18 in number. Wow, 18 – and each are limited to certain classes. If
you are proficient in a skill, you get +2. No slots, no purchases, +2. The idea
of a proficiency bonus is a nice, slimmed-down touch. If you do anything well,
if it is your proficiency, you get +2. Class or race attributes (Rogues use
Dexterity, Warlocks use Charisma – smart move there. Unless you played a
Paladin Charisma was always the low-roll dump of attributes) or skills - +2.
Simple enough.
Feats
are down to 42 in number. Still too much, but at least it’s lost some weight.
As with 3.5 you only gain a feat every three levels. A player is given an
interesting choice – every third level you can either pick a feat OR increase
an attribute by one. Hmm … some of the feats are pretty tough – you can reroll
damage and pick the higher roll, you can increase your hit points to the same
number as twice your level. Some of these feats will be huge at higher levels!
A minor
quibble: the XP needed to level is ridiculously low. 300 points to make second
level? The XP value of creatures and
monsters must have suffered quite a bit of deflation since 3.5…
WotC
did a smart move by frothing up support and buzz for 5th edition through their
Adventurer’s League: a structure of organized, public play sessions. Encounters
is a short, weekly session at local game stores, Expeditions is for regional
conventions – usually an all-afternoon event and Epic for major cons lasting
days. For Encounters players meet at a game store and play a pre-set module
sent to the DM directly from WotC. Both the DM and the players receive points
for their play. Eventually, the gamers will run through the entire adventure
path (another name for long module that will get you to the highest levels).
Pathfinder has the same thing with their Pathfinder Society. The exact same
thing. I wish WotC luck in this - but it seems no business gets ahead by
copying its competitors. Pathfinder copied 3.5, true, but only after WotC
abandoned it.
The
expunging of all things 4th edition is underway. The gaming community is
starting to forgive them.
I’m too
far away from any game store to do the Adventure group thing. And with my baby
girl I doubt my wife would let me run off once a week to play anyway. Maybe
when she is old enough to entertain herself.
To say
that 5th edition is weighed down by what has gone on before is an
understatement. But they should look on it as a legacy, not a burden. Embrace
and respect the past. But note the future. Right now they are copying
Pathfinder - with their lighter version of the rules and their Society-like
Adventure teams. When you are in a parade - you never march behind the horses. But
D&D is in a position it had never been in before - an upstart follower
instead of a leader. They may still claim to be the premier world leader of
RPGs, but the Sumerians were the premier world leader of ... um ... world
leaders. You see where Sumer is now … or isn’t. As with any upstart, they’ll
have to fight their way up. They may never make it back on top, but at least
they are on their way to giving it a good try!
And I
think they are on their way. If Player’s Handbook is any
indication, they can create their own niche of a Rules-Light d20 game. They are
already past the point of being completely “rules light” with their skills and
feats - diminished as those are. Leave that to the retro-clones (and I hate
that phrase as being too negative, but it seems to have caught on without a
taint. Those companies use the phrase as a badge of honor).
I’m
already looking forward to playing a Tiefling Warlock with the Great Old One
patron...
Happy
gaming!
Copyright 2014 Michael
Curry
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